2022-08-04 08:40:39 +00:00
|
|
|
/*************************************************************************/
|
|
|
|
/* render_scene_buffers_gles3.cpp */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* GODOT ENGINE */
|
|
|
|
/* https://godotengine.org */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
|
|
/* */
|
|
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
|
|
/* a copy of this software and associated documentation files (the */
|
|
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
|
|
/* the following conditions: */
|
|
|
|
/* */
|
|
|
|
/* The above copyright notice and this permission notice shall be */
|
|
|
|
/* included in all copies or substantial portions of the Software. */
|
|
|
|
/* */
|
|
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
|
|
/*************************************************************************/
|
|
|
|
|
|
|
|
#ifdef GLES3_ENABLED
|
|
|
|
|
|
|
|
#include "render_scene_buffers_gles3.h"
|
|
|
|
#include "texture_storage.h"
|
|
|
|
|
|
|
|
RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
|
|
|
|
free_render_buffer_data();
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
|
|
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
|
|
|
|
|
|
//internal_size.x = p_internal_size.x; // ignore for now
|
|
|
|
//internal_size.y = p_internal_size.y;
|
|
|
|
width = p_target_size.x;
|
|
|
|
height = p_target_size.y;
|
|
|
|
//fsr_sharpness = p_fsr_sharpness;
|
|
|
|
//texture_mipmap_bias = p_texture_mipmap_bias;
|
|
|
|
render_target = p_render_target;
|
|
|
|
//msaa = p_msaa;
|
|
|
|
//screen_space_aa = p_screen_space_aa;
|
|
|
|
//use_debanding = p_use_debanding;
|
|
|
|
//view_count = p_view_count;
|
|
|
|
|
|
|
|
free_render_buffer_data();
|
|
|
|
|
|
|
|
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
|
|
|
|
|
|
|
|
is_transparent = rt->is_transparent;
|
|
|
|
|
|
|
|
// framebuffer
|
|
|
|
glGenFramebuffers(1, &framebuffer);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, rt->color);
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
|
|
|
|
|
|
|
|
glGenTextures(1, &depth_texture);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, depth_texture);
|
|
|
|
|
2022-09-06 21:42:08 +00:00
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
2022-08-04 08:40:39 +00:00
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);
|
|
|
|
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
|
|
|
|
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
|
free_render_buffer_data();
|
|
|
|
WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderSceneBuffersGLES3::free_render_buffer_data() {
|
|
|
|
if (depth_texture) {
|
|
|
|
glDeleteTextures(1, &depth_texture);
|
|
|
|
depth_texture = 0;
|
|
|
|
}
|
|
|
|
if (framebuffer) {
|
|
|
|
glDeleteFramebuffers(1, &framebuffer);
|
|
|
|
framebuffer = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // GLES3_ENABLED
|